2025-10-21 14:18:31 +09:00

235 lines
8.2 KiB
C#

// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
using System;
using System.Collections;
using UnityEngine;
#if URP
using UnityEngine.Rendering.Universal;
#endif
using UnityEngine.SceneManagement;
using Debug = UnityEngine.Debug;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
#endif
namespace StylizedWater3.Demo
{
[ExecuteAlways]
public class DemoController : MonoBehaviour
{
public bool isMainScene;
[Flags]
public enum Requirements
{
None = 0,
DepthTexture = 1,
OpaqueTexture = 2,
LightCookies = 4,
Decals = 8,
RenderFeature = 16,
HeightPrePass = 32,
Splines = 64
}
public Requirements requirements;
#if UNITY_EDITOR
[Space]
public SceneAsset[] sceneAssets = Array.Empty<SceneAsset>();
#endif
[SerializeField]
private string[] sceneGUIDS = Array.Empty<string>();
private string[] scenePaths = Array.Empty<string>();
#if UNITY_EDITOR
private void OnValidate()
{
sceneGUIDS = new string[sceneAssets.Length];
scenePaths = new string[sceneAssets.Length];
for (int i = 0; i < sceneAssets.Length; i++)
{
scenePaths[i] = AssetDatabase.GetAssetPath(sceneAssets[i]);
sceneGUIDS[i] = AssetDatabase.AssetPathToGUID(scenePaths[i]);
}
}
#endif
private void OnEnable()
{
#if UNITY_EDITOR
Scene scene = this.gameObject.scene;
string sceneName = scene.name;
string setupMessage = $"Not all functionality in the scene \"{sceneName}\" will work as intended, due to incorrect or missing project settings:\n\n";
bool requiresSetup = false;
#if URP
if (UniversalRenderPipeline.asset)
{
if (requirements.HasFlag(Requirements.DepthTexture))
{
if (UniversalRenderPipeline.asset.supportsCameraDepthTexture == false)
{
requiresSetup = true;
setupMessage += "• Depth texture isn't enabled. Water depth will not look correct.\n";
}
}
if (requirements.HasFlag(Requirements.OpaqueTexture))
{
if (UniversalRenderPipeline.asset.supportsCameraOpaqueTexture == false)
{
requiresSetup = true;
setupMessage += "• Opaque texture isn't enabled. Refraction effect cannot work\n";
}
}
if (requirements.HasFlag(Requirements.LightCookies))
{
if (UniversalRenderPipeline.asset.supportsLightCookies == false)
{
requiresSetup = true;
setupMessage += "• Light cookies aren't enabled\n";
}
LightCookieFormat lightCookieFormat = PipelineUtilities.GetDefaultLightCookieFormat();
if (lightCookieFormat < LightCookieFormat.ColorHigh)
{
requiresSetup = true;
setupMessage += "• Light cookie format isn't set to \"Color High\" or \"Color HDR\"\n";
}
}
if (requirements.HasFlag(Requirements.Decals))
{
if (PipelineUtilities.IsDecalRenderFeatureSetup() == false)
{
requiresSetup = true;
setupMessage += "• Decal render feature isn't set up\n";
}
}
if (requirements.HasFlag(Requirements.RenderFeature))
{
if (PipelineUtilities.RenderFeatureAdded<StylizedWaterRenderFeature>() == false)
{
requiresSetup = true;
setupMessage += "• Stylized Water render feature isn't set up\n";
}
}
if (requirements.HasFlag(Requirements.HeightPrePass))
{
StylizedWaterRenderFeature renderFeature = (StylizedWaterRenderFeature)PipelineUtilities.GetRenderFeature<StylizedWaterRenderFeature>();
if (renderFeature == null || renderFeature.heightPrePassSettings.enable == false)
{
requiresSetup = true;
setupMessage += "• Height pre-pass is disabled on the Stylized Water render feature\n";
}
}
}
#endif
if (requirements.HasFlag(Requirements.Splines))
{
#if !SPLINES
requiresSetup = true;
setupMessage += "• Splines package isn't installed\n";
#endif
}
setupMessage += "\nIf you're unsure what this means, please consult the \"Getting Started\" documentation section for instructions.";
if (Application.isPlaying == false && UnityEditor.BuildPipeline.isBuildingPlayer == false && Application.isBatchMode == false)
{
if (requiresSetup)
{
UnityEditor.EditorUtility.DisplayDialog("Stylized Water 3", setupMessage, "OK");
}
}
#endif
SceneManager.sceneLoaded += OnSceneLoaded;
if (Application.isPlaying == false)
{
OpenScenes();
}
else
{
StartCoroutine(OpenScenesRoutine());
}
}
private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
{
if (isMainScene)
{
SceneManager.SetActiveScene(this.gameObject.scene);
}
}
private IEnumerator OpenScenesRoutine()
{
yield return new WaitForEndOfFrame();
OpenScenes();
}
void OpenScenes()
{
for (int i = 0; i < scenePaths.Length; i++)
{
string path = scenePaths[i];
//Scene not found, possibly an extension not currently installed or a dev-only scene
if (path == string.Empty) continue;
Scene scene = SceneManager.GetSceneByPath(path);
if (scene.isLoaded == false)
{
//Debug.Log($"scene {path} being loaded");
if (Application.isPlaying)
{
//SceneManager.LoadScene(path, LoadSceneMode.Additive);
StartCoroutine(LoadScene(path));
}
else
{
#if UNITY_EDITOR
EditorSceneManager.OpenScene(path, OpenSceneMode.Additive);
#endif
}
//Debug.Log($"{path} loaded");
}
}
}
IEnumerator LoadScene(string path)
{
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(path, LoadSceneMode.Additive);
while (!asyncLoad.isDone)
{
yield return null;
}
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
}
}